/Engine/Source/Runtime/Engine/Classes/Components/SkeletalMeshComponent.h
Instantiates only the bodies given a physics asset, not the constraints. The Created bodies are owned by the calling code and must be freed when necessary.
void InstantiatePhysicsAssetBodies ( const [UPhysicsAsset](API\Runtime\Engine\PhysicsEngine\UPhysicsAsset) & PhysAsset, [TArray](API\Runtime\Core\Containers\TArray)< [FBodyInstance](API\Runtime\Engine\PhysicsEngine\FBodyInstance) * > & OutBodies, FPhysScene * PhysScene, [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * OwningComponent, int32 UseRootBodyIndex, const FPhysicsAggregateHandle & UseAggregate ) const